With the capture of Ares by the Combine, the situation is looking grim for
the Paneuropeans. Combine forces waste no time in fortifying the
approaches to Ares. It is their intention to hold on tightly, and never
When the bulk of the Combine army is drawn away to the east,
the Paneuropeans see an opening. They dispatch a small hard-hitting force
comprised of their very best units. If they can't capture Ares, then it
shall be totally destroyed!
Use the Ogre on Mars map, in the same condition it was in when the last scenario
ended. Place markers to indicate destroyed base hexes or blown bridges.
Combine engineers have fortified the most likely line of
attack to Ares by constructing a massive anti-vehicle ditch (AVD) between the
cliffs at 1713 and 2113. Use the marker provided to place the ditch
between the cliffs like as below. You will want to select the marker,
right click on it, and then select Lock Object. This will
prevent the marker from being selected or moved during the game.
No unit can cross the AVD except Ogres and infantry. An
Ogre crossing the AVD takes 3 dice tread damage. The damage is caused by
falling into the ditch and the climb up the sheer face on the other side.
Infantry are unaffected. Any other units attempting to cross the AVD are
The Combine player gets the following: 2 LADs, 6
armor units, 24 infantry squads, CP Alpha (D3, M0) and one
GEV-COMMAND. He sets up first, placing his units (covered - see GEV
9.021) anywhere on the map. Keep in mind the proximity of the LADs to a
CP, they need to be close in order to fight effectively. The GEV-COMMAND
fulfills this role nicely, and it can bugger off if needed.
The Paneuropean player starts the game with one Katzbalger
cybertank and 6 GEVs. These units enter any hex on the south
side of the map. The entry hex counts as movement. The Combine
defenders are uncovered after the first GEV movement phase.
Starting on the first turn, the Combine player receives one (1) reinforcement
per turn. Roll once to determine the unit type, and once to determine the
|| Die Roll
||two LT Tanks
|| GEV-PC loaded with 3 squads
choose from above!
If reinforcing units enter on a road, they are assumed to
have been on the road last turn, and may take the road movement bonus on the
turn they enter. If an enemy unit occupies their entry hex, they may
either overrun that unit, or enter at an adjacent hex. A reinforcing unit
may be delayed any number of turns, at the player's discretion, but they must
always enter at the entry point rolled.
Carry Over Points In addition to the above, the Combine player can redeem some
of the carry over points earned in the last scenario. If the Combine player won a
marginal victory, he may redeem 6 points of units. If the Combine player
won a decisive victory, he may redeem 12 points of units. These units
enter at the start of the Combine player's 4th turn. Roll on the table
above to determine their entry point. Unspent carry over points are saved
until the final battle.
The Combine player does not need to decide on redeeming these
points until the 4th turn. The 4th turn is the only opportunity to redeem
victory points from the first scenario. Unredeemed points are carried over
to the final battle.
Objectives & Victory Points
The Paneuropean player's objective is to wreak as much havoc as possible.
He gets 20 points for destroying CP ALPHA, 30 points for destroying the GEV-COMMAND,
10 points for every Mars base hex destroyed, and 6 points for every bridge
destroyed. Both sides get victory points for the destruction of enemy
units. See GEV 9.012.
The winner is determined by comparing the number of victory points gained by
each player, as follows:
Attacker ahead by
|150 or more
||Decisive Paneuropean Victory
||Marginal Paneuropean Victory
||Marginal Combine Victory
|29 or less
||Decisive Combine Victory
A Decisive Victory
earns that player 24 victory points.
A Marginal Victory earns that player
12 victory points.
Any other result does not earn any points for either
Proceed now to the final
Scenario inspiration: Raid (GEV 9.03)